function Node_Line(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Line"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 2] = nodeValue("Segment", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 32, 1] }); inputs[| 3] = nodeValue("Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 2, 2 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 4] = nodeValue("Wiggle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.01] }); inputs[| 5] = nodeValue("Random seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0); inputs[| 6] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 7] = nodeValue("Path", self, JUNCTION_CONNECT.input, VALUE_TYPE.pathnode, noone, "Draw line along path.") .setVisible(true, true) .setArrayDepth(1); inputs[| 8] = nodeValue("Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1], "Range of the path to draw.") .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 9] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY._default, { slide_speed: 1 / 64 }); inputs[| 10] = nodeValue("Color over length", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) ); inputs[| 11] = nodeValue("Width over length", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11); inputs[| 12] = nodeValue("Span width over path", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Apply the full 'width over length' to the trimmed path."); inputs[| 13] = nodeValue("Round cap", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 14] = nodeValue("Round segment", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4) .setDisplay(VALUE_DISPLAY.slider, { range: [2, 16, 1] }); inputs[| 15] = nodeValue("Span color over path", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Apply the full 'color over length' to the trimmed path."); inputs[| 16] = nodeValue("Greyscale over width", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 17] = nodeValue("1px mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Render pixel perfect 1px line."); inputs[| 18] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 19] = nodeValue("Fix length", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Fix length of each segment instead of segment count."); inputs[| 20] = nodeValue("Segment length", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4); inputs[| 21] = nodeValue("Texture position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 22] = nodeValue("Texture rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 23] = nodeValue("Texture scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 24] = nodeValue("Random Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) ); inputs[| 25] = nodeValue("Invert", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false ); input_display_list = [ ["Output", true], 0, 1, ["Line data", false], 6, 7, 19, 2, 20, ["Line settings", false], 17, 3, 11, 12, 8, 25, 9, 13, 14, ["Wiggle", false], 4, 5, ["Render", false], 10, 24, 15, 16, ["Texture", false], 18, 21, 22, 23, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); lines = []; widthMap = ds_map_create(); attribute_surface_depth(); attribute_interpolation(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { #region draw_set_color(COLORS._main_accent); for( var i = 0, n = array_length(lines); i < n; i++ ) { var points = lines[i]; if(array_length(points) < 2) continue; for( var j = 1; j < array_length(points); j++ ) { var x0 = points[j - 1].x; var y0 = points[j - 1].y; var x1 = points[j].x; var y1 = points[j].y; x0 = _x + x0 * _s; y0 = _y + y0 * _s; x1 = _x + x1 * _s; y1 = _y + y1 * _s; draw_line(x0, y0, x1, y1); } } } #endregion static step = function() { #region var px = !getInputData(17); var _tex = inputs[| 18].value_from != noone; var _flen = getInputData(19); inputs[| 3].setVisible(px); inputs[| 11].setVisible(px); inputs[| 12].setVisible(px); inputs[| 13].setVisible(px && !_tex); inputs[| 14].setVisible(px); inputs[| 18].setVisible(px); inputs[| 15].setVisible(!_tex); inputs[| 16].setVisible(!_tex); inputs[| 2].setVisible(!_flen); inputs[| 20].setVisible( _flen); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region data var _dim = _data[0]; var _bg = _data[1]; var _seg = _data[2]; var _wid = _data[3]; var _wig = _data[4]; var _sed = _data[5]; var _ang = _data[6] % 360; var _pat = _data[7]; var _ratio = _data[8]; var _shift = _data[9]; var _color = _data[10]; var _widc = _data[11]; var _widap = _data[12]; var _cap = _data[13]; var _capP = _data[14]; var _colP = _data[15]; var _colW = _data[16]; var _1px = _data[17]; var _fixL = _data[19]; var _segL = _data[20]; var _tex = _data[18]; var _texPos = _data[21]; var _texRot = _data[22]; var _texSca = _data[23]; var _colb = _data[24]; var _ratInv = _data[25]; #endregion if(CURRENT_FRAME == 0 || inputs[| 11].is_anim) ds_map_clear(widthMap); var _rangeMin = min(_ratio[0], _ratio[1]); var _rangeMax = max(_ratio[0], _ratio[1]); if(_rangeMax == 1) _rangeMax = 0.99999; var _rtStr = min(_rangeMin, _rangeMax); var _rtMax = max(_rangeMin, _rangeMax); var _use_path = is_struct(_pat); var _useTex = inputs[| 18].value_from != noone; if(_useTex) { _cap = false; _1px = false; } if(_ang < 0) _ang = 360 + _ang; inputs[| 6].setVisible(!_use_path); random_set_seed(_sed); var _sedIndex = 0; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); var p = new __vec2(); var _ox, _nx, _nx1, _oy, _ny, _ny1; var _ow, _nw, _oa, _na, _oc, _nc, _owg, _nwg; var _pathData = []; lines = []; if(_use_path) { #region var lineLen = 1; if(struct_has(_pat, "getLineCount")) lineLen = _pat.getLineCount(); if(struct_has(_pat, "getPathData")) _pathData = _pat.getPathData(); if(_rtMax > 0) for( var i = 0; i < lineLen; i++ ) { var _useDistance = _fixL && struct_has(_pat, "getLength"); var _pathLength = _useDistance? _pat.getLength(i) : 1; if(_pathLength == 0) continue; var _segLength = struct_has(_pat, "getAccuLength")? _pat.getAccuLength(i) : []; var _segIndex = 0; var _pathStr = _rtStr; var _pathEnd = _rtMax; var _stepLen = min(_pathEnd, 1 / _seg); //Distance to move per step if(_stepLen <= 0.00001) continue; var _total = _pathEnd; //Length remaining var _total_prev = _total; //Use to prevent infinite loop var _freeze = 0; //Use to prevent infinite loop var _prog_curr = frac(_shift); //Pointer to the current position var _prog_next = 0; var _prog = _prog_curr + 1; //Record previous position to delete from _total var _prog_total = 0; //Record how far the pointer have moved so far var points = []; var wght; if(_useDistance) { _pathStr *= _pathLength; _pathEnd *= _pathLength; _stepLen = min(_segL, _pathEnd); _total *= _pathLength; _total_prev = _total; _prog_curr *= _pathLength; } while(_total >= 0) { if(_useDistance) { var segmentLength = array_safe_get(_segLength, _segIndex, 99999); _prog_next = _prog_curr % _pathLength; //Wrap overflow path _prog_next = min(_prog_curr + _stepLen, _pathLength, segmentLength); if(_prog_next == segmentLength) _segIndex = (_segIndex + 1) % array_length(_segLength); } else { if(_prog_curr >= 1) //Wrap overflow path _prog_next = frac(_prog_curr); else _prog_next = min(_prog_curr + _stepLen, 1); //Move forward _stepLen or _total (if less) stop at 1 } wght = 1; var _pathPng = _ratInv? 1 - _prog_curr : _prog_curr; if(_useDistance) { p = _pat.getPointDistance(_pathPng, i, p); if(struct_has(_pat, "getWeightRatio")) wght = _pat.getWeightRatio(_pathPng, i); } else { p = _pat.getPointRatio(_pathPng, i, p); if(struct_has(_pat, "getWeightDistance")) wght = _pat.getWeightDistance(_pathPng, i); } _nx = p.x; _ny = p.y; if(_total < _pathEnd) { //Do not wiggle the last point. var _d = point_direction(_ox, _oy, _nx, _ny); _nx += lengthdir_x(random1D(_sed + _sedIndex, -_wig, _wig), _d + 90); _sedIndex++; _ny += lengthdir_y(random1D(_sed + _sedIndex, -_wig, _wig), _d + 90); _sedIndex++; } if(_prog_total >= _pathStr) //Do not add point before range start. Do this instead of starting at _rtStr to prevent wiggle. array_push(points, { x: _nx, y: _ny, prog: _prog_total / _pathEnd, progCrop: _prog_curr / _pathLength, weight: wght }); if(_prog_next > _prog_curr) { _prog_total += _prog_next - _prog_curr; _total -= _prog_next - _prog_curr; } _stepLen = min(_stepLen, _total); _prog_curr = _prog_next; _ox = _nx; _oy = _ny; if(_total_prev == _total && ++_freeze > 16) break; _total_prev = _total; } array_push(lines, points); } #endregion } else { #region var x0, y0, x1, y1; var _0 = point_rectangle_overlap(_dim[0], _dim[1], (_ang + 180) % 360); var _1 = point_rectangle_overlap(_dim[0], _dim[1], _ang); x0 = _0[0]; y0 = _0[1]; x1 = _1[0]; y1 = _1[1]; var _l = point_distance(x0, y0, x1, y1); var _d = point_direction(x0, y0, x1, y1); var _od = _d, _nd = _d; var ww = _rtMax / _seg; var _total = _rtMax; var _prog_curr = frac(_shift) - ww; var _prog = _prog_curr + 1; var _prog_total = 0; var points = []; while(_total > 0) { if(_prog_curr >= 1) _prog_curr = 0; else _prog_curr = min(_prog_curr + min(_total, ww), 1); _prog_total += min(_total, ww); _nx = x0 + lengthdir_x(_l * _prog_curr, _d); _ny = y0 + lengthdir_y(_l * _prog_curr, _d); var wgLen = random1D(_sed + _sedIndex, -_wig, _wig); _sedIndex++; _nx += lengthdir_x(wgLen, _d + 90); _ny += lengthdir_y(wgLen, _d + 90); if(_prog_total > _rtStr) //prevent drawing point before range start. array_push(points, { x: _nx, y: _ny, prog: _prog_total / _rtMax, progCrop: _prog_curr, weight: 1 }); if(_prog_curr > _prog) _total -= (_prog_curr - _prog); _prog = _prog_curr; _ox = _nx; _oy = _ny; } lines = [ points ]; } #endregion #region draw //print($"==== Drawing frame {CURRENT_FRAME} ====") surface_set_target(_outSurf); if(_bg) draw_clear_alpha(0, 1); else DRAW_CLEAR if(_useTex) { var tex = surface_get_texture(_tex); shader_set(sh_draw_mapping); shader_set_f("position", _texPos); shader_set_f("rotation", degtorad(_texRot)); shader_set_f("scale", _texSca); shader_set_interpolation(_tex); } for( var i = 0, n = array_length(lines); i < n; i++ ) { var points = lines[i]; if(array_length(points) < 2) continue; if(_useTex) draw_primitive_begin_texture(pr_trianglestrip, tex); else draw_primitive_begin(pr_trianglestrip); random_set_seed(_sed + i); var pxs = []; var dat = array_safe_get(_pathData, i, noone); var _col_base = dat == noone? _colb.eval(random(1)) : dat.color; for( var j = 0; j < array_length(points); j++ ) { var p0 = points[j]; var _nx = p0.x; var _ny = p0.y; var prog = p0.prog; var prgc = p0.progCrop; if(_1px) { _nx = _nx - 0.5; _ny = _ny - 0.5; } var widProg = value_snap_real(_widap? prog : prgc, 0.01); _nw = random_range(_wid[0], _wid[1]); if(!ds_map_exists(widthMap, widProg)) widthMap[? widProg] = eval_curve_x(_widc, widProg, 0.1); _nw *= widthMap[? widProg]; _nw *= p0.weight; _nc = colorMultiply(_col_base, _color.eval(_colP? prog : prgc)); if(_cap) { if(j == 1) { draw_set_color(_oc); _d = point_direction(_ox, _oy, _nx, _ny) + 180; draw_circle_angle(_ox, _oy, _ow / 2, _d - 90, _d, _capP); draw_circle_angle(_ox, _oy, _ow / 2, _d, _d + 90, _capP); } if(j == array_length(points) - 1) { draw_set_color(_nc); _d = point_direction(_ox, _oy, _nx, _ny); draw_circle_angle(_nx, _ny, _nw / 2, _d - 90, _d, _capP); draw_circle_angle(_nx, _ny, _nw / 2, _d, _d + 90, _capP); } } if(_1px) { if(j) { var dst = point_distance(_ox, _oy, _nx, _ny); if(dst <= 1 && i < array_length(points) - 1) continue; //_nc = make_color_hsv(random(255), 255, 255); //_oc = _nc; //line_bresenham(pxs, _ox, _oy, _nx, _ny, _oc, _nc); draw_line_color(_ox, _oy, _nx, _ny, _oc, _nc); } _ox = _nx; _oy = _ny; _oc = _nc; } else { if(j) { var _nd0 = point_direction(_ox, _oy, _nx, _ny); var _nd1 = _nd0; if(j < array_length(points) - 1) { var p2 = points[j + 1]; var _nnx = p2.x; var _nny = p2.y; _nd1 = point_direction(_nx, _ny, _nnx, _nny); _nd = _nd0 + angle_difference(_nd1, _nd0) / 2; } else _nd = point_direction(_ox, _oy, _nx, _ny); if(_useTex) { var _len = array_length(points) - 1; var ox0 = _ox + lengthdir_x(_ow / 2, _od + 90); var oy0 = _oy + lengthdir_y(_ow / 2, _od + 90); var nx0 = _nx + lengthdir_x(_nw / 2, _nd + 90); var ny0 = _ny + lengthdir_y(_nw / 2, _nd + 90); var ox1 = _ox + lengthdir_x(_ow / 2, _od + 90 + 180); var oy1 = _oy + lengthdir_y(_ow / 2, _od + 90 + 180); var nx1 = _nx + lengthdir_x(_nw / 2, _nd + 90 + 180); var ny1 = _ny + lengthdir_y(_nw / 2, _nd + 90 + 180); draw_vertex_texture_color(ox0, oy0, 0, (j - 1) / _len, _oc, 1); draw_vertex_texture_color(ox1, oy1, 1, (j - 1) / _len, _oc, 1); draw_vertex_texture_color(nx0, ny0, 0, (j - 0) / _len, _nc, 1); draw_vertex_texture_color(nx1, ny1, 1, (j - 0) / _len, _nc, 1); } else if(_colW) draw_line_width2_angle_width(_ox, _oy, _nx, _ny, _ow, _nw, _od + 90, _nd + 90, merge_color(_oc, c_black, 0.5), merge_color(_nc, c_black, 0.5)); else draw_line_width2_angle(_ox, _oy, _nx, _ny, _ow, _nw, _od + 90, _nd + 90, _oc, _nc); } else { var p1 = points[j + 1]; _nd = point_direction(_nx, _ny, p1.x, p1.y); } _ox = _nx; _oy = _ny; _od = _nd; _ow = _nw; _oc = _nc; } } draw_primitive_end(); } if(_useTex) shader_reset(); surface_reset_target(); #endregion return _outSurf; } }